User:The-Marksman/Saiyan Warrior Tables

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Bonus Ki Points[edit]

Table: Ability Modifiers and Bonus Ki Points
Ability
Score
Bonus Ki Points by Class Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10–11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12–13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
14–15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16–17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
18–19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
20–21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
22–23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60
24–25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70
26–27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
28–29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90
30–31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
32–33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110
34–35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
36–37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130
38–39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
40–41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150

SRD Level Balance Super Saiyan Stats[edit]

Table: The Saiyan Warrior Alternative Fighter Balance Stats

Transformation
Level
Earliest
Unlocked
Transformation
Point Cost
Upkeep Point
Cost Per Minute
Transformation
Bonuses
Super Saiyan 11th 10 5 +6 Str, +6 Dex. +20 Base Speed, DR 2/−
Ascended Super Saiyan 12th 15 8 +8 Str, +8 Dex. +25 Base Speed, DR 2/−
Ultra Super Saiyan 12th 25 12/round +10 Str, −6 Dex, 20 feet / round, DR 4/&minus, powerful build;
Full-power Super Saiyan 12th 5 1 +6 Str, +6 Dex, +20 Base Speed, DR 2/−, Remain Calm
Super Saiyan 2 15th 20 10 +8 Str, +8 Dex, +40 Base Speed,
Resist Electric 5, DR 5/−
Super Saiyan 3 19th 30 5/round +12 Str, +12 Dex, +60 Base Speed,
Resist Electric 10, +4 Intimidate, DR 8/−
Super Saiyan God 21st 50 20 +15 Str, +15 Dex, +80 Base Speed,
DR 12/−, 1/2 Divine Rank, hidden ki
Super Saiyan God Super Saiyan 25th 60 30 +20 Str, +20 Dex, +100 Base Speed, DR 15/−, hidden ki

Anime Style / Epic Campaign Super Saiyan Stats[edit]

Table: The Saiyan Warrior Alternative Epic Campaign Stats

Transformation
Level
Earliest
Unlocked
Transformation
Point Cost
Upkeep Point
Cost Per Minute
Transformation
Bonuses
Super Saiyan 11th 10 5 +20 Str, +20 Dex. +20 Base Speed
Ascended Super Saiyan 12th 15 8 +25 Str, +25 Dex. +25 Base Speed
Ultra Super Saiyan 12th 25 12/round +30 Str, −6 Dex, 20 feet / round, DR 4/&minus, powerful build;
Full-power Super Saiyan 12th 5 0 +20 Str, +20 Dex, +20 Base Speed, DR 2/−, Remain Calm
Super Saiyan 2 15th 20 10 +30 Str, +30 Dex, +40 Base Speed,
Resist Electric 5, DR 5/−
Super Saiyan 3 19th 30 5/round +40 Str, +40 Dex, +60 Base Speed,
Resist Electric 10, +4 Intimidate, DR 8/−
Super Saiyan God 21st 50 20 +50 Str, +50 Dex, +80 Base Speed,
DR 12/−, 1/2 Divine Rank, hidden ki
Super Saiyan God Super Saiyan 25th 60 30 +60 Str, +60 Dex, +100 Base Speed, DR 15/−, hidden ki

Unarmed Damage by Size[edit]

Table: Saiyan Warrior Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8


Failed Fusions[edit]

Should the fusion 'fail', the resulting fused being is far weaker than either of the base creatures. Such fused beings are either morbidly obese or deathly frail and skinny at the DM's discression per each failure. Fused beings such as these start out with a number of hit dice that is one hit dice less than the lower base creatures. Its hit points are 1/2 the base creatures average hp (minimum of 1 hp). The fused being has 1/2 of the lesser of any power points or ki pool points from either base creature. For each of the six ability scores, the fused beings score is the average of the two base creatures divided by two. So for example if your strength is 24, and the other creatures is 18, than you have 24 + 18 = 42 / 2 = 21 (averaged) and then / 2 = 10.5 and always rounded down to give the failed fused being a strength of 10. The same formula goes for all stats except intelligence which cannot go below 6. The fused being uses all poor saving throws and base attack bonuses for a character his level, and uses the lesser skill modifiers of either base creature (including no ranks at all) adjusted by its new stats. The fused being casts spells or manifests powers at the lower of the caster / manifester levels that you or the other creature possessed before becoming fused. The fused being still knows all of the psionic powers, or spells from any classes and still knows any spells prepared by either base creature. All feats, racial abilities and class features are still pooled but if both creatures have the same ability, the fused being gains it only once even in cases like evasion and uncanny dodge where having it twice would normally upgrade it. Failed fusions still take the normal half an hour to wear off as normal. There is no way short of a targeted dispel magic, limited wish, wish or miracle effects to unfuse the two beings prematurely.