Ki Warrior (3.5e Class)
This is a variant of my Saiyan Warrior class that allows for other races to be ki fighters like Krillan, Yamcha, Piccolo, Tien and the others. It's not an exact copy and does have a couple of slight differences.
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Across the galaxy, tribes of Ki's have learned to harness the ki life forces that suffuses thier bodies and use it form themselves into a deadly weapon. 20 1 Good Good Good Good
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Ki Warrior
Across the galaxy are Warriors who have learned to harness the life energy called ki, and forge it into a deadly weapon enhancer, using their own bodies as the weapon. These Ki Warriors are masters of the martial arts and hence are only hindered by the use of manufactured weapons and armors. A Ki Warrior's ki infuses them with many abilities.
Making a Ki Warrior
Ki Warriors have the following game statistics.
Abilities: Dexterity and Strength are very crucial to a Ki Warrior's fighting abilities. Because Ki Warriors have no armor proficiencies, a Ki Warrior must rely on their Dexterity and Wisdom to completely fuel the Ki's AC, unless he has magical equipment. Also, because Ki Warriors are combat-oriented, a decent Constitution is more than helpful.
Race: Any
Alignment: Any.
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | Ki Points Per Day |
Flurry | Unarmed Damage |
AC | Speed Bonus | |||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Monk-like Abilities, Unarmed Strike, Combat Style, Ki Familiarity, Ki Pool, | 5 | +1/+1 | 1d6 | +0 | +0 ft. | |||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Least Ki Ability, Ki Volley, Style Focus | 9 | +2/+2 | 1d6 | +0 | +0 ft. | |||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Ki Deflection, Uncanny Dodge | 15 | +3/+3 | 1d6 | +0 | +10 ft. | |||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Ki Strike (Magic), Least Ki Ability | 23 | +4/+4 | 1d8 | +0 | +10 ft. | |||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Evasion, Style Focus | 33 | +5/+5 | 1d8 | +1 | +10 ft. | |||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Lesser Ki Ability, Awesome Blow | 45 | +6/+6/+1 | 1d8 | +1 | +20 ft. | |||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | Improved Uncanny Dodge, Style Focus | 59 | +7/+7/+2 | 1d8 | +1 | +20 ft. | |||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Lesser Ki Ability, Greater Flurry | 75 | +8/+8/+8/+3 | 1d10 | +1 | +20 ft. | |||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Improved Evasion, Style Focus | 93 | +9/+9/+9/+4 | 1d10 | +1 | +30 ft. | |||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Ki Strike (Good/Evil), Greater Ki Ability | 113 | +10/+10/+10/+5 | 1d10 | +2 | +30 ft. | |||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +7 | Style Focus | 135 | +11/+11/+11/+6/+1 | 1d10 | +2 | +30 ft. | |||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +8 | Greater Ki Ability | 159 | +12/+12/+12/+7/+2 | 2d6 | +2 | +40 ft. | |||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +8 | Fusion Dance, Style Focus | 185 | +13/+13/+13/+8/+3 | 2d6 | +2 | +40 ft. | |||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +9 | Greater Ki Ability | 213 | +14/+14/+14/+9/+4 | 2d6 | +2 | +40 ft. | |||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +9 | Style Focus | 245 | +15/+15/+15/+10/+5 | 2d6 | +3 | +50 ft. | |||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Master Ki Ability, Ki Strike (Adamantine) | 275 | +16/+16/+16/+11/+6/+1 | 2d8 | +3 | +50 ft. | |||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Timeless Body, Style Focus | 309 | +17/+17/+17/+12/+7/+2 | 2d8 | +3 | +50 ft. | |||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Master Ki Ability | 345 | +18/+18/+18/+13/+8/+3 | 2d8 | +3 | +60 ft. | |||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Style Focus | 383 | +19/+19/+19/+14/+9/+4 | 2d8 | +3 | +60 ft. | |||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Perfect Self, Master Ki Ability | 425 | +20/+20/+20/+15/+10/+5 | 2d10 | +4 | +60 ft. | |||||||||||||||||||||||||||||||
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Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Ki Warrior.
Weapon and Armor Proficiency: A Ki Warrior is proficient with unarmed strikes and proficient with greatsword, katana, longsword, nunchaku, quarterstaff, sai and shuriken.
Ki Warriors are not proficient with any armors or shields-in fact, many of the Ki Warriors abilities require unfettered movement. When wearing armor, using a shield or carrying a medium or heavy load, a Ki Warrior loses his AC bonus as well as his fast movement and flurry of blows abilities.
Monk-like Abilities: The training of a Ki Warrior is much like that of a monk fighting with martial arts both unarmed and without armor. A Ki Warrior gains the unarmed damage, flurry of blows, land base speed, and Wisdom to AC as a monk of his Ki Warrior level. (See table 3-10: The Monk in the Player's Handbook.) A Ki Warrior's class levels stack with any monk levels for determining his unarmed damage, flurry of blows progression and unarmored speed bonus. A monk who becomes a Ki Warrior may continue advancing as a monk.
Unarmed Strike: Ki Warriors are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Ki Warrior gains Improved Unarmed Strike as a bonus feat. A Ki Warrior's attacks may be with either fist interchangeably or even from elbows, knees, or feet. This means that a Ki Warrior may even make unarmed strikes with his hands full; there is no such thing as an off-hand attack for a Ki Warrior striking unarmed. A Ki Warrior may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes.
Usually, a Ki Warrior's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A Ki Warrior's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as magic fang and magic weapon spells).
A Ki Warrior also deals more damage with his unarmed strikes than a normal person would, as shown on the table above. The unarmed damage on the table above is for Medium Ki Warriors. A Small Ki Warrior deals less damage than the amount given on the table above with his unarmed attacks, while a Large Ki Warrior deals more damage; see >>here<<
Ki Pool: A first-level Ki Warrior gets a ki pool of ki points. Most all of the Ki's ki abilities and special abilities have a ki point cost which is drawn from this pool. The pool goes up in total as the Ki gains levels, and can be used throughout the day. After a Ki Warrior has expended his ki pool, he must sleep for 8 hours, or use the ki charge ability to regain his ki points. A Ki Warrior who has levels in other classes with a point system (i.e. Psionic power points, or variant Wizard with mana points), a ninja with a ki pool, etc, must always keep these two pools separate. A Ki Warrior gains bonus ki points as found on the chart >>here<<. Bonus ki points are derived from his Wisdom bonus.
Everytime a Ki Warrior mentally prepares himself to fight or use ki abilities he manifests his ki visibly. He essentially prepares his ki pool for use and he becomes 'charged up'. While charged up, a bluish white energy flows from his feet up to above his head following a vague outline of his body, making numerous flame-like spikes of energy as it rises and connects above his head. This aura can be suppressed at will as a free action, even while the Ki Warrior is actually fighting and using his ki pool.
Ki Familiarity: At first level, a Ki Warrior is familiar with how the life energy called ki works, and has the ability to create and control his own ki in his body. At first level, he can use his ki to make glowing orbs out of his ki. From very tiny orbs floating above the palm of his hand to larger orbs that are as wide as his chest. These orbs cannot be used to attack or damage any type of creature or object and because the light is artificial it does not harm creatures who have light sensitivities or who are harmed by light.
Smaller orbs which cost 1 ki point to create and shed shadowy illumination out to 10 feet. Larger orbs spanning the width of the Ki Warrior's torso cost 5 ki points to create and shed bright illumination out 15 feet, and shadowy illumination 15 feet. These orbs are always spherical in shape when generated, and can be dispersed as a free action. A ki orb has no weight and can be easily moved around with 1 free hand. These orbs are the building blocks of the ki volley.
Combat Style: At first level, a Ki Warrior must choose a combat style to focus his training on. This combat focus choice is either Offense, Defense, or Ki Abilities. For choosing offense at first level a Ki Warrior automatically gains Power Attack as a bonus feat. For choosing defense he gains Combat Expertise and for choosing Ki at first level he gains Stunning Fist as a bonus feat. A Ki Warrior need not meet any prerequisites for these feats. This choice is the deciding factor in which benefits are available when the levels for style focus come to them. Once chosen, this choice may never be altered.
Style Focus: At various intervals in his career a Ki Warrior's superiority in combat shows more and more. At the intervals of 2nd, 5th, 7th, 9th, 13th, and 17th levels a Ki Warrior may choose a bonus feat or special ability from the lists below as appropriate for his Combat Style choice. The character must meet any of the prerequisites to qualify for the feat as normal in order to take it. The list of feats and abilities available depends on whether at first level the Ki selected Offense, Defense, or Ki Abilities as his focus.
- Offense: At each of the previously indicated levels above, the Ki Warrior may choose a bonus feat from the following list. Axiomatic Strike1, Blind-Fight, Brutal Strike3, Cleave, Clever Wrestling1, Combat Intuition2, Combat Reflexes, Combat Tactician3, Danger Sense2, Deft Opportunist2, Earths Embrace1, Eagle Claw Attack1, Expert Tactician2, Extra Stunning1, Fists of Iron1, Flying Kick1, Freezing the Lifeblood1, Great Cleave, Hold the Line1, Improved Bullrush, Improved Critical (Unarmed), Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Kiai Shout1, Greater Kiai Shout1, Leap Attack2, Prone Attack1, Power Critical (Unarmed)1, Roundabout Kick1, Snatch Arrows, Stunning Fist, Versatile Unarmed Strike3, Water Splitting Stone3, Weakening Touch1, Weapon Finesse, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Greater Weapon Focus (Unarmed), and Greater Weapon Specialization (Unarmed) or Zen Archery.
- Defense: At each of the previously indicated levels, the Ki Warrior may choose a bonus feat from the following list. Acrobatic Strike3, Bounding Assault3, Clever Wrestling1, Close-Quarters Fighting1, Combat Reflexes, Combat Tactician3, Cometary Collision3, Danger Sense2, Defensive Strike1, Defensive Sweep3, Defensive Throw1, Deft Opportunist2, Diehard, Dive for Cover2, Dodge, Eagle Claw Attack1, Endurance, Extra Stunning1, Faster Healing1, Hear the Unseen2, Improved Combat Expertise1, Improved Disarm, Improved Diversion2, Improved Feint, Improved Grapple, Improved Toughness1, Improved Trip, Karmic Strike1, Melee Evasion3, Mobility, Pain Touch1, Prone Attack1, Quick Reconnoiter2, Rapid Blitz3, Rapid Stunning1, Run, Snatch Arrows, Spring Attack, Toughness, Versatile Unarmed Strike3, Water Splitting Stone3, Weapon Finesse, Weakening Touch1, Whirlwind Attack and Zen Archery1.
- 1 - Feat found in The Complete Warrior (page 94)
- 2 - Feat found in The Complete Adventurer (page 104)
- 3 - Feat found in The Players Handbook II (page 72)
- Ki: Ki Warriors that choose ki ability as their Combat Style at 1st level can choose from a new ki ability no higher than his current maximum grade of ki ability available. A Ki Warrior may choose a previously unchosen Least ki ability at 2nd and 5th level, a Least or Lesser ki ability at 7th and 9th level, a Least, Lesser or Greater ki ability at 13th level, and any Least, Lesser, Greater or Master ki ability at 17th level. Once a Ki Warrior has chosen a new ki ability, this choice may never be altered.
Ki Abilities: At 2nd level, a Ki Warrior receives access to a repertoire of attacks and defensive abilities known as Ki Abilities that require him to focus the ki life energy that suffuses his body and soul. A Ki Warrior can use any Ki Ability that he knows at will with the following qualifications. All Ki Abilities act as invocations, so using any of these abilities is a standard action that provokes an attack of opportunity unless otherwise noted. Such ki abilities can be disrupted, just as a spell can be ruined during casting. A Ki Warrior is entitled to a Concentration check to successfully use the Ki Ability if he is hit by an attack while performing the move, just as a spellcaster would be. A Ki Warrior can choose to use a Ki Ability defensively, by making a successful Concentration check to avoid provoking attacks of opportunity. A Ki Warrior's caster level with his Ki Abilities is equal to his Ki Warrior class level.
The four grades of Ki Abilities, in order of their relative power, are Least, Lesser, Greater, and Master. A Ki Warrior begins with knowledge of one ability, which must be of the lowest grade (Least) when he unlocks this ability at second level. When a Ki Warrior gains access to Lesser Ki Abilities at 6th level he may choose 1 ability from the Lesser category or 2 Least abilities. At 10th level when he gains access to Greater Ki Abilities he may choose 1 ability from the Greater category or 2 Lesser or Least abilities. When he gains Master Ki Abilities at 16th level he may choose 1 Master Ki Ability or 2 from any previous category.
Each grade of Ki Ability has its own "power level" which replaces the spell level modifier for the save DC of the ability. These bonuses are +3 for least, +5 for lesser, +7 for greater, and +9 for master. The save DC for a Ki Ability (if it allows a save) is 10 + power level of the ki ability + the Ki Warrior's Wisdom modifier. As a Ki Warrior gains levels, he learns new Ki Abilities as summarized on the class table above, and a list and complete description of all available Ki Abilities can be found at the bottom of this page or on a separate page, >>here<<.
Ki Abilities are not spells and as such are not subject to spell resistance. Some Ki Abilities are subject to power resistance however, and such Ki Abilities will state they are subject to power resistance in their description. Since Ki Abilities are invocations, and not magical spells, a Ki Warrior cannot take metamagic feats. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual) and Ki Abilities work in the presence of an antimagic effect or even anti-psionic effects.
Ki Volley: When a Ki Warrior gains this ability at 2nd level, they have learned to fire the orbs of ki that they can create with their ki familiarity ability into a small fireball shaped projectiles. Shooting this ki volley takes 2 ki points per shot. A Ki Warrior may only fire 1 ki volley per round as a standard action. These ki volleys are ranged touch attacks dealing an amount of damage equal to his current unarmed strike damage, with a Reflex saving throw for half damage. The DC for the save is 10 + ½ the Ki Warrior's class level + the Ki Warrior's Dexterity modifier.
Ki Deflection: At 3rd level, a Ki Warrior's familiarity with ki allows them some subtle defenses against ranged ki and energy attacks. A Ki Warrior who makes a successful Reflex save against any ki or ranged energy attacks used on them (Arcane, Fire, Ice, Divine, Shadow, etc, but not acid) may choose to deflect or resist the attack instead of dodging it. A Ki Warrior who makes a successful Reflex save against any ranged energy attack may deflect the energy away from himself as though using the deflect arrows feat. A Ki Warrior may deflect as many energy attacks per round as his maximum number of attacks of opportunity per round and may only deflect ki volleys that he makes a successful Reflex save against. Doing this does not count as one of his attacks of opportunity for the round. Energy attacks may never be caught and kept like arrows in the snatch arrows feat.
When an opposing Ki Warrior has the Beam Blast ability and uses it to make a beam of energy instead of an orb, if the Ki Warrior makes a successful Reflex save he may either fire a return blast as an immediate action (this is called a beam battle), or coat his hands in his own ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If this takes place before his turn, then he must spend his full turn this round resolving the beam battle. If he catches the attack after his turn this round, then the beam remains unresolved until the next round.
To resolve a beam battle, each Ki Warrior must choose an amount of power points to spend during their respective turns in the same round as a full round action. The attacker for pushing his beam forward and the defending Ki Warrior on how much ki to shield his hands in order to resist the push. A Ki Warrior can choose to spend no more than a maximum of 1 ki point per Ki Warrior level on this check per round. Then at the end of the round the amounts they spent are compared for the results of the progress.
If both Ki Warriors use within 1 point of ki from each other, then nothing changes for that round, and points must be spent again next round. If the defending Ki Warrior uses 2 or more ki points than the attacker used, he can either deflect the beam in a straight line to the southwest or southeast behind himself and it strikes the next creature or object in its path as though that creature or object were the intended target, or the defender may push the beam back on the attacker. In this case the attacker cannot catch his own attack again and takes the 1/2 of the beam damage.
If the attacking Ki Warrior spends 2 or more points than the defender used, then the beam breaks through the defending Ki Warrior's defenses and hits the defending Ki Warrior for full damage. In either case, the Ki Warrior receiving the damage is not entitled to any Reflex saves to avoid any damage. These same rules apply to when 2 Ki Warriors both fire ki beams at each other in the same round.
Uncanny Dodge (Ex): At 3rd level, a Ki Warrior retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Martial Artist already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge (see below) instead.
Ki Strike: At 4th level, a Ki Warrior gains the ki strike ability, as the monk's ability of the same name. (See Ki Strike, page 41 in the Player's Handbook). The only difference between the two is that when a Ki Warrior reaches 8th level, the Ki Warrior's unarmed strikes can be treated as chaotic for the purposes of overcoming damage reduction if the Ki is chaotic. Then, at 13th level, the Ki Warrior's fists are also treated as either good or evil based on his alignment. If the Ki is good, then his unarmed strikes are considered good for the purposes of overcoming damage reduction. If the Ki is evil, his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Ki Warrior is neutral, he may have his choice of either one. At 18th level, the Ki Warrior's unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction and bypassing any object's hardness, as a monk's ability of the same name.
Evasion: At 5th level and higher, a Ki Warrior can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Ki Warrior is wearing light armor or no armor. A helpless Ki Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. If a Martial Artist already has Evasion from a different class, he automatically gains Improved Evasion (see below) instead.
Awesome Blow At 6th level, a Ki Warrior gains the custom feat Awesome Blow as a bonus feat, even if he does not meet the prerequsites.
Improved Uncanny Dodge (Ex): At 7th level and higher, a Martial Artist can no longer be flanked, and opponents gain no benefit from doing so. This defense denies a rogue the ability to sneak attack the Martial Artist by flanking him, unless the attacker has at least four more rogue levels than the target has Martial Artist levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Evasion: Gained at 9th level, this ability works like evasion, except that while the Ki Warrior still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless Ki Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of Improved Evasion.
Fusion Dance: At 13th level, the Ki Warrior learns a spell-like ability called the Fusion Dance. He may cast the spell a number of times per day equal to his Charisma modifier, therefore to learn or cast the Fusion Dance spell, a Ki Warrior must have a minimum Charisma of 12. If 2 Ki Warriors fuse only 1 of the participants need spend 1 of their daily uses when fusing. If neither person participating in a Fusion Dance has at least 1 daily use of the spell left for the current day than the spell simply fizzles. See a full description of the spell here.
Examples:
Technique: 1 2, Failure: 1 2, Correctly 1: 1 2, Correctly 2: 1 2
Timeless Body (Ex): Upon attaining 17th level, a Ki Warrior no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Ki Warrior still dies of old age when his time is up.
Perfect Self At 20th level, a Ki Warrior becomes a magical creature. He is forevermore treated as an outsider (Shapechanger, Native) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Ki Warrior gains damage reduction 10/magic at all times, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Ki Warrior can still be brought back from the dead as if he were a member of his previous creature type.
Epic Ki Warriors
Level | AC Bonus |
Unarmored Speed Bonus] |
Ki Points |
Special | |||||||||||||||||||||||||||||||||||||
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21st | +4 | +70 ft. | 469 | Ki God, Style Focus | |||||||||||||||||||||||||||||||||||||
22nd | +4 | +70 ft. | 515 | God Ki Ability | |||||||||||||||||||||||||||||||||||||
23rd | +4 | +70 ft. | 563 | Style Focus | |||||||||||||||||||||||||||||||||||||
24th | +4 | +80 ft. | 613 | God Ki Ability | |||||||||||||||||||||||||||||||||||||
25th | +5 | +80 ft. | 665 | Style Focus | |||||||||||||||||||||||||||||||||||||
26th | +5 | +80 ft. | 719 | Greater God Ki Ability | |||||||||||||||||||||||||||||||||||||
27th | +5 | +90 ft. | 775 | Style Focus | |||||||||||||||||||||||||||||||||||||
28th | +5 | +90 ft. | 833 | Greater God Ki Ability | |||||||||||||||||||||||||||||||||||||
29th | +5 | +90 ft. | 893 | Style Focus | |||||||||||||||||||||||||||||||||||||
30th | +6 | +100 ft. | 955 | Greater God Ki Ability | |||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Super Ki God: At 21st level a Ki Warrior gains the ability to become a Ki God. To achieve this, a Ki Warrior must perform a ceremony with 5 other Ki Warriors. The group gathers in a circle holding hands and then all 6 produce their ki aura and then all 5 other Kis Warriors all grant their entire days ki pool points to the Ki Warrior. These bonus ki points are temporary points that are lost if not used 1 hour later. By completing this ceremony, the amount of pure life force within the Ki Warrior's body unlocks a new form and enables him to ascend into God-hood and he permanently gains half a Divine Rank, so his effective divine rank is 0.5 granting him some of the powers of divine beings. Note: Ki Warriors do not gain portfolios, the ability to grant spells or a divine domain. They only gain the benefits listed below.
As a divine entity the Ki Warrior's hit points increase to always grant him the maximum amount for his hit dice at all times even when not transformed. He gains a +1 Divine bonus to AC and also gains his Charisma bonus (if positive) as a deflection bonus on to AC. He no longer automatically fails any check on a natural roll of 1. He gains immunity to all Energy Drain, Ability Drain and Ability Damage. He has Energy Resistance 15/Cold and 15/Electric at all times. Hes immune to all natural and magical diseases, poisons, stunning, paralysis and instant death effects. He no longer ages and cannot die from natural causes. He no longer needs to eat, sleep or breath and can survive in the vacuum of space, though he does still need to meditate for 2 hours to regain ki pool points daily.
A Ki Warrior still spends his normal time looking like himself, but when he activates his Ki God mode he retains his normal base form appearance but slightly leaner than normal. His hair, eyebrows and pupils turn a dark magenta red and he has a small sky blue outline of ki.
In his transformed state the Super Ki God gains +10 Strength, +10 Dexterity, and +60 feet to both land and flight base speed. Damage reduction 15/− fast healing 5, and energy resistance 20/Electricity (total) and a +6 bonus to intimidate checks. This form costs 50 points to enter and for the first minute of the transformation. The form costs an additional 20 points of ki for each minute there after. Other Ki Warriors with ki sense ability cannot sense the Ki God's ki at all while hes transformed.
Example: Super Ki God: 1
God Ki Ability: When a Ki Warrior gains a God Ki ability, he may either take 2 abilities from any of the previous Least, Lesser, Greater or Master Ki abilities, or may gain 1 new God Ki ability listed below.
- Darkvision 120 feet
- Spell Resistance 20
- Immunity to Electricity
- Immunity to Cold
- Immunity to Fire
Style Focus: At 21st level and every other level there after, a Ki Warrior gains another Style Focus bonus feat or Ki Ability that he meets the prerequisites for.
Greater God Ki Ability: When a Ki Warrior gains a Greater God Ki ability, he may either take 3 abilities from any of the previous Least, Lesser, Greater, Master Ki or God Ki abilities, or may gain 1 new Greater God Ki ability listed below.
- Damage Reduction 10/− at all times
- Spell Resistance equal to 5 + hit dice
- Immunity to Disintegration
- Immunity to Mind Affecting Effects
- Immunity to Transformations
- Immunity to Acid
Campaign Information
Playing a Ki Warrior
Adventures: Because Ki Warriors are so focused on perfecting their ki, many adventure purely to become stronger. Others that are very good at heart will sometimes step up as champions for those who cannot fight. But Kis who are evil and have corrupt hearts use their power to oppress and destroy. Characteristics: A Ki Warrior is excellent in combat. When in combat the Ki Warriors shun the use of manufactured weapons. Thanks to their training they put themselves under, a Ki Warrior (like a monk) can strike as hard as if they were armed, and faster then a Warrior with a sword.
Alignment: Ki Warriors are chaotic in nature because they are free spirited and resent restrictions. They usually live on the outskirts of towns and try to avoid contact with authority figures and usually have very little use for any kinds of laws or regulations.
Religion: Ki Warrior's tend to worship deities that promote or have at least some associated with the domains of war, battle, strength, and/or chaos, also any deities that have anything to do with the promotion of self betterment or enlightenment would be popular choices among Ki Warriors. Ki Warriors of good alignments are drawn towards deities such as Heironeous and Pelor, neutral Ki Warriors often like either Kord or Fharlanghn, and evil Ki Warriors usually choose deities such as Gruumsh or Hextor.
Background: All Ki Warriors are Kis, and hence all have the tie with one another. In places where Ki tribes are abound they are more competitive on a group basis and stick to their tribes and are loyal to those tribes, as where Kis who live in places where there are no, or little tribes tend to be competitive with one another on a person to person basis, but usually feel compelled to aid and protect other Kis when it comes down to the last gun being fired so to speak.
Races: Kis are the only race that can be Ki Warriors.
Other Classes: Kis get along best with combat oriented classes, and sometimes wish to test members of those classes to see who is stronger.
Combat: Ki Warriors are primarily melee damage dealing combatants that use ki abilities to augment thier abilities while they fight. Ki Warriors will often begin battles by throwing ki volleys until the opponent closes into range and then rely on thier advance martial arts training to dispatch foes at close range.
Advancement: Most Ki Warriors pursue this class to the exclusion of all others, tho this is not a requirement. Ki Warriors who do branch off to another profession or career would likely seek out ones that enhance some aspect of their training, be it thier martial arts training, their ki manipulation or maybe a specific branch off, such as a Ki Warrior looking to be a hired killer could take levels in Assassin or Ninja.
Ki Warriors in the World
“ | I wasn’t sure how long I could sustain the effort without breaking in two. It seemed like the only thing holding my body together was my one desire, to be better then Kakarott. At times I thought I was losing my mind. Why couldn't I obtain what Kakarott had obtained?! It didn’t make any sense. It was infuriating… and it was my fury that kept me alive. | ” |
—Vegeta, Ki Prince |
Daily Life: Ki Warriors spend most every waking moment of every day training to become better, to test their limits and go beyond them. Ki Warriors are constantly practicing their battle techniques or putting them to use on the battle field. A Ki Warrior is never happier than while in the midst of a life and death battle.
Notables: One Ki child named Kakarott was sent to earth from planet Vegeta where he was meant to take over the planet, but while still a baby he fell into a canyon and hit his head giving him amnesia. He was renamed Goku by the old man who raised him, and trained him in martial arts. Goku grew up to become a champion of good and defender of the innocent. Goku also went down as the most accomplished Super Kis of all time.
Organizations: Ki Warriors that band together generally do so in no more than groups of 5 (squadron) to 10 (group). These Ki Warriors are always loyal and protective of one another, but are also very competitive with each other at the same time.
NPC Reactions: NPC will react to a base form Ki Warrior as they would any other character in the game. Most NPC's find the Ki Warriors hair and tail to be bizarre but otherwise see them as humans, and react to them accordingly. NPC's that see a Ki Warrior transforming, or transformed into a Super Ki are generally fearful of, and intimidated by the Ki Warrior. Such NPC's may even flee a transformed Ki Warrior even if doing so may cause a commotion.
Ki Warrior Lore
Characters with abilities such as Bardic Lore, or with ranks in Knowledge (Outerspace), or Knowledge (Universe) or similar knowledge skills can research Ki Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
10 | Ki Warriors are brutal martial arts warriors who use thier own body and their own life force as a deadly weapon. |
15 | Harnessing their own life force, Ki Warriors make devestating ki attacks that can explode on impact dealing massive damage. |
20 | Ki Warriors can use ki enhance thier speed, to even appear as though they were teleporting, produce blinding flashes of light, heal others and even fly. |
30 | Those which make this result can learn about specific Ki Warriors, their location, motives, lore about them, and recent activities. |
Ki Warriors in the Game
Adaptation: The techniques taught by the Ki Warrior class could be a tree of monk martial arts and could be taught at monasteries where large groups of Ki Warriors all train together to learn to use thier ki and master the art of self discipline.
Sample Encounter: The adventures are asked to go and stop Toma, a Ki Warrior who is the leader of a group of local bandits who has been terrorizing thier village and taking their resources and money, killing anyone who opposses them. They give the adventurers directions to Toma's hideout and offer what small reward they can.
EL 8:
Toma
Medium Humanoid (Shapechanger)
Hit Dice: 8d8 (36) + (16 con) = (80 hp max or 52 hp average)
Initiative: 2
Speed: 50 ft
Armor Class: Normal 21 ( Armor +2, Wis +4, Dex +2, Natural +2, Monk +1), Touch 17, Flat Foot 19
Base Attack / Grapple: + 8/ +10
Full Attack: +10/+5 1d10 + 2 20 X2
Space / Reach: 5 ft / 5 ft
Special Abilities: Monk-like Abilities, Unarmed Strike, Combat Style: Ki, Ki Familiarity, Ki Pool (93 points), Ki Volley, Ki Deflection, Evasion, Ki Strike (Magic), Uncanny Dodge, Intimidating Ki, Ki Barrage, Ki Shield, Solar Flare, After Image, Explosive Wave, Ki Flying
Special Qualities: Tail, Tail Weakness, Zenkai Bonus, Oozaru Form, Lycanthorpic Empathy, Natural Armor
Saves: Fort 7, Ref 8, Will 6
Skills: Hide, Spot, Tumble 10 ranks, Jump 3 ranks
Feats: Improved Unarmed Strike, Weapon Focus (Unarmed), Combat Reflexes, Point Blank Shot
Abilities: Str: 14, Dex 14, Con 12, Int 6, Wis 18, Cha 8
CR: 8
Treasure: Bracers of Armor +2, Periapt of Wisdom +4, 100 gp
Alignment: Neutral Evil
Ki Warrior Invocations
Least Ki Warrior Invocations
Alternate Delivery: Learn to expel your beam attacks from your eyes or mouth instead of using your hand.
Energy Channel: You transfer an amount of of your available ki pool to another Saiyan Warrior or class with similar ki points
Four Witches: Grow two more arms to assist with attacking, defending and grappling
Healing Spirit: Use your ki to bolster the life force of others, but not yourself
Improved Ki Volley: Learn how to fire multiple ki volleys at a single target
Intimidating Ki: Your visible ki disturbs opponents that are near you, hindering their attacks.
Kaio-ken: Push your body beyond its limits graning enhanced strength, speed, agility sight and hearing
Ki Charging: Take ability point loss to replenish ki points
Ki Sense: You can detect the strength of life force in others especially when their ki is strong
Ki Shield: You create a protective 5 foot wide ki shield around yourself
Lesser Electrical Transmutation: Turn ½ of ki volley damage into electricity damage
Lesser Fire Transmuation: Turn ½ of ki volley damage into fire damage
Lesser Frost Transmutation: Turn ½ of ki volley damage into cold damage
Power Ball: Use your ki to create an artificial light source in the sky that functions much like a full moon.
Solar Flare: You create a quick but blinding flare of light to dazzle your opponent
Lesser Ki Warrior Invocations
Beam Blast: Your ki volley strengthens and you can channel your ki into a beam of destructive energy
Energy Rings: Create solid rings of ki energy that can be used for ranged grapple/pin attempts.
Flash Step: Using your ki, you enhance your speed to move faster than the eye can see.
Improved Alternate Delivery: Learn to expel your ki volley attacks from your chest instead of using your hand(s).
Improved Intimidating Ki: Your ki aura disturbs your opponents within 30 feet at all times
Ki Barrage: Ki Volley now works with Flurry of Blows ability for a flurry of ki volleys
Ki Enhancement: Use your ki points to gain an enhancement to either your physical strength or endurance
Ki Flying: You use the power of your ki to give yourself flight with a speed of 80 ft with good maneuverability.
Ki Supression: You suppress you ki energy so as to not be detected by other ki warriors.
Ki Transmutation: Turn all of ki volley damage into proficient element or ½ of beam blast damage into proficient element
Ki Wind: Use your ki to create a strong wind that can blow small creatures or projectiles away or lacerate an unaware enemy.
Multi-Form: Make multiple weaker copies of yourself that move at your direction.
Spirit Ball: Make a ki volley that can be redirected and change directions if it misses.
Thunder Shock Surprise: You transform your ki into 20,00 volts of electricity and shoot it at an opponent.
Tri Beam: You use your life force to channel your ki volley into a shockwave of destructive energy
Greater Ki Warrior Invocations
After Image: If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you're gone.
Candy Beam: You fire a pink beam of energy that transforms a target into an empowered Goodberry.
Death Beam: You fire a thin beam of energy that might kill the target.
Destructo Disc: You create a buzzsaw of ki energy that slices through anything in its path
Explosive Wave: Your ki explodes from you, pushing all opponents back 15 feet, and then potentially knocking them back even further.
Greater Alternative Delivery: Learn to expel your ki volley attacks from your Aura instead of using your hand(s) at any direction.
Greater Ki Transmutation: Turn all of beam blast damage into proficient element, and cause status effects when someone is hit by your elemental attacks
Improved Ki Charging: The user may now charge their ki pool without ability damage, or get more ki if ability damage is taken.
Improved Ki Flying: Increases your fly speed to 120 ft, with perfect maneuverability. Also gives you a 5X hustle speed as well.
Instant Transmission: Travel at the speed of light taking others with you, as greater teleport but more flexible
Ki Sight: Gain Blindsight and detect the presence of ki in others at a greater range and accuracy, even tell when someone is suppressing their full power.
Neo Tri Beam: You use your ki volley to channel your ki into a shockwave of destructive energy
Nova Chariot: A move that can counter beams and close distance.
Super Ghost Kamikaze Attack: Use your ki to create small sentient ghosts that act as directed and explode upon any physical contact.
Master Ki Warrior Invocations
100% Deathball: You create a dark purple or red orb of destruction
Death Slash: You slash at all targets in a 180 degree.
Deathball: You create a dark purple or red orb of destruction
Dragon Fist: Create a dragon's head of ki energy around your fist and then attempt to use that ki to blast through the torso of an enemy potentially killing them.
Final Explosion: You sacrifice yourself, making the ultimate sacrifice to cause incalculable damage.
Fusion Dance: Two beings of the same size join bodies creating a new and unique creature more powerful than either base creature.
Ki Rings: Create strong solid rings of ki energy that can be used for ranged grapple/pin attempts.
Ki Sword: You create a sword made of Ki Energy which can be used to slice through enemies and objects with ease.
Master Alternate Delivery: Learn to expel your ki volley attacks from your Aura instead of using your hand(s) at any direction.
Master Beam Blast: Your ki volley strengthens and you can channel your ki into a even greater beam of destructive energy
Master Explosive Wave: Your ki explodes from you, pushing all opponents back 20 feet, and then potentially knocking them back even further.
Master Ki Charging: Take ability point loss to replenish ki points
Master Ki Transmutation: You shroud yourself in in you element for ultimate fighting power
Scatter Shot: Fire multiple ki volleys, purposely missing the target until they are surrounded, then, make the ki volleys fire at the target simultaneously.
Spirit Bomb: You ask all life on the planet to help you power your attack
Warp Blast: Start charging your Beam Blast from afar and then teleport right infront of the target to deliver it to a flat footed opponent.
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